/Engine/Source/Runtime/GameplayTags/Classes/GameplayTagsSettings.h
To do: -Better support could be added for adding new tags. We could match existing tags and autocomplete subtags as the user types (e.g, autocomplete 'Damage.Physical' as the user is adding a 'Damage.Physical.Slash' tag).
class UGameplayTagsSettings : public [UGameplayTagsList](API\Runtime\GameplayTags\UGameplayTagsList)
bool
AllowEditorTagUnloading
If true, will allow unloading of tags in the editor when plugins are removed
bool
AllowGameTagUnloading
If true, will allow unloading of tags in a non-editor gebuild when plugins are removed, this is potentially unsafe and affects requests to unload during play in editor
TArray<FGamepl...
CategoryRemapping
Category remapping.
bool
ClearInvalidTags
If true, will clear any invalid tags when reading in saved tag references that are not in the dictionary
TArray<FName>
CommonlyReplicatedTags
List of most frequently replicated tags
bool
FastReplication
If true, will replicate gameplay tags by index instead of name.
TArray<FGamepl...
GameplayTagRedirects
List of active tag redirects
TArray<FSoftOb...
GameplayTagTableList
List of data tables to load tags from
bool
ImportTagsFromConfig
If true, will import tags from ini files in the config/tags folder
FString
InvalidTagCharacters
These characters cannot be used in gameplay tags, in addition to special ones like newline
int32
NetIndexFirstBitSegment
The length in bits of the first segment when net serializing tags.
FString
NewTagSource
Add a new gameplay tag config file for saving plugin or game-specific tags.
int32
NumBitsForContainerSize
Numbers of bits to use for replicating container size, set this based on how large your containers tend to be
TArray<FRestri...
RestrictedConfigFiles
A list of .ini files used to store restricted gameplay tags.
FString
RestrictedTagList
Dummy parameters used to hook the editor UI.
bool
WarnOnInvalidTags
If true, will give load warnings when reading in saved tag references that are not in the dictionary